the behavior design checklist for employee wellness programs
DESCRIPTION
The Behavior Design Checklist Tool to Identify Strengths and Weaknesses in Physical Activity Employee Wellness Programs.TRANSCRIPT
The Checklist: A Behavior Design Tool for Physical Activity Wellness Programs
This checklist was influenced by leading behavior change and persuasion frameworks. It was born out of a Stanford Honors Thesis research project to evaluate physical activity wellness programs. The purpose of The Checklist is to guide wellness directors and designers to systematically think through and identify strengths and weaknesses in behavior change programs.
Research 1: Fogg Behavior Model
Research 2: Positive Reinforcement
Research 3: Cialdini Influence Principles
The Fogg Behavior Model (FBM) serves as a high level glance test in The Checklist. The FBM posits that a behavior will only happen if three things are simultaneously present:
1) A call to action: The trigger2) Simplicity: easy enough to do 3) Motivation: a desire to do
Positive reinforcement research is based on shaping behavior through “rewards” in small doses at random intervals. The timing of the positive reinforcer is key because you want it to happen DURING the target behavior. Also, the reward (positive reinforcer) is most powerful at RANDOM intervals. For example, imagine the common habit of checking emails or text messages: we never know what email or message we will receive, but SOMETIMES we hear from someone worthwhile (the reward). Your program should aim to be this addicting.
Dr. Robert Cialdini’s research on the six universal principles of influence targets the most specific aspects of the program.
1) Authority2) Commitment/Consistency3) Similarity4) Scarcity5) Social Proof
bit.ly/foggmodel
Resources
bit.ly/positivereinforcement
http://bit.ly/cialdiniprinciples
The Checklist: A Behavior Design Tool for Physical Activity Wellness Programs
This checklist was influenced by leading behavior change and persuasion frameworks. It was born out of a Stanford Honors Thesis research project to evaluate physical activity wellness programs. The purpose of The Checklist is to guide wellness directors and designers to systematically think through and identify strengths and weaknesses in behavior change programs.
Set 1: Glance TestA. Trigger: Is it clear how this program triggers Bob or Susan to participate in the program? (i.e., email, brochure, weekly in-person meeting)
B. Ability: Is it easy for Bob or Susan to actually engage in the target physical activity program?
C. Motivation: Have Bob or Susan expressed desire to participate in the program?
Set 2: Reinforcement Test (program perspective)
A. Do Bob or Susan receive positive reinforcement DURING their participation in the wellness program?
B. Are you giving positive reinforcement/rewards at random frequencies throughout the program?
Set 3: Influence TestA. Authority: Is the program represented by a respected/admired brand or figure?
B. Commitment/Consistency: Has Bob or Susan made a commitment to something small that relates to the goal of the target program? (i.e., employees expressing interest on a form to learn more about dance classes will be more likely to attend dance classes because they want to stay consistent with their commitment).
C. Similarity: Are there existing participants similar to Bob or Susan? (i.e., 20-25 year old males will most likely not attend a class that is 95% 40-50 year old mothers because it seems like a class for “Mothers”).
D. Scarcity: Is a valuable aspect of the program deliberately hard to obtain? (i.e., Limited enrollment and first come first served makes a program more desirable)
E. Social Proof: Do Bob or Susan see this wellness program as popular?
Yes/No
Total_ _ Yes/No
Notes & Things to Consider
The Checklist: A Behavior Design Tool for Physical Activity Wellness Programs
What now?
The Checklist helps wellness directors and designers think through the strengths and weaknesses of their programs. The next step is to look at the results and make small program modifications based on:
-What you learned.-What surprised you.-What you still need to know.
1. What did you learn?
2. What surprised you?
3. What do you still want to know?
4. What is one thing you can do about this now?